Commented 7 years ago2017-07-19 12:24:13 UTC
in journal: #8831Comment #61549
9 years in to The Core's development... so I'll let you know when it happens.
It seems mental blocks are pretty consistent with mod developers or really any form of creative activity.
One think I can say is that it gets a lot harder to get back on the horse the longer you've been working on a project.
When I started working on The Core, I would take maybe a day or two off but I'd be itching to get back to it. These days, I can sometimes go month's before I get inspired to carry on.
I'm afraid I don't have the answer to your question just yet.
Commented 7 years ago2017-07-17 12:58:18 UTC
in journal: #8829Comment #68385
Your opinions will change as you mature and instinct will eventually kick in.
I was terribly awkward around girls in high school. I'd get my FRIENDS to tell girls that I liked them. (You can imagine how that went)
Around year 10 (14/15 years old), I actually just started talking to girls casually. It was literally like somebody flipped a switch. Before I knew it, I had a girlfriend. After that short relationship went belly-up, her best friend asked me out a week later and we were together for four years, through the end of high school and through college. Kind of a shame because in college that shit cranked up to 11, but regardless of the female interest, I stayed faithful. We broke up shortly after college... damn.
But when I was 12/13, I had basically convinced myself that I was going to be single forever. I certainly didn't imagine I'd be married with kids one day.
WRONG!
Regardless of all this. Just enjoy yourself. If that means you don't necessarily want a relationship now or in the near future, so be it.
Commented 7 years ago2017-07-16 00:38:58 UTC
in journal: #8829Comment #68384
My comment wasn't intended to shock or offend at all. I like to think I'm pretty level headed and very open minded. Just trying to prevent you from feeling like you're being attacked on other sites is all.
However, thanks for clarifying. I admit I hadn't really kept up to speed regarding Jody and your mod's lore...
Commented 7 years ago2017-07-15 18:20:55 UTC
in journal: #8829Comment #68383
Just an idea, but if you're a furry enthusiast, maybe join a community focused on that when you feel the need to write large elaborate stories about it.
Bottom line, not everyone is accepting of the whole furry scene and, especially when interacting online, people don't tend to filter what they say. That guy on the quake forum was only stating that nobody cared. The thread seemed to be focused on Quake Rule34 and how ridiculous it was. (Probably not the smartest place to then open up about your anthropomorphic fox girlfriend)
A guy I work with is a full on furry. He has a fursuit, attends conventions, has a 'mate,' the whole deal. He doesn't talk openly about it outside of the circles he is in regarding that particular part of his personal life.
Just think about where you post about this stuff if you want to avoid ridicule.
Commented 7 years ago2017-06-22 12:09:53 UTC
in journal: #8823Comment #67865
I sensed somebody say "Goldsource is for kids."
I'm just here to kill them and then I'll be on my way.
Truth be told, I've simply not had time to learn anything beyond GoldSource. Source and more modern engines depend to heavily on 3D Modelling which is quite a step above the basic hacks I've done of existing models...
Unity / UE4 interest me, but it's certainly not something I could approach alone. If I ever seriously considered developing on either it would most certainly be with a team.
Commented 7 years ago2017-06-07 15:14:38 UTC
in journal: #8814Comment #52991
My thoughts exactly, Archie and Scoots.
You've been nothing short of an absolute pleasure to chat and game with. For what it's worth from half a world way, we'll have your back should you need to open up about anything. <3
Commented 7 years ago2017-06-06 19:16:13 UTC
in journal: #8813Comment #67408
Well, lou-li-loo-la-la-me, I would say it depends on the kind of map you want to make.
Singleplayer, I would block out the basic layout first, with dev/simple texturing. Then, put in your obstacles and NPCs for combat areas, or your puzzle elements, again as basic as possible. It's a good way to make sure your gameplay is engaging enough when the visuals aren't front and center. Once you can run through your map completely, with all the combat / puzzle sections in place, pick an aesthetic and start detailing. Make sure that your detail doesn't interfere too much with the fine tuned gameplay. (e.g. Try not to add a lot of extra cover for the player/enemies accidentally.)
(Room by room can work fine, but if you have a puzzle or a particular entity setup late in the map, it can be a pain doing a full compile to make slight adjustments.)
For multiplayer, it's a bit more difficult, but I would again make a very basic layout first, trying to figure out how the map will play. Consider the areas where the most combat will take place and distribute weapons into areas where they feel right. Make sure your map is engaging to run through on your own.
Commented 7 years ago2017-06-03 08:38:59 UTC
in journal: #8810Comment #68160
Well, I mentioned to Archie, Jessie and Scoots last night that I was going to make a point to sit down and read this 155 comment journal during breakfast.
Well, my breakfast is long gone and my coffee is cold. I've never read so much and learned so little.
It's kind of amazing...
This comment was made on an article that has been deleted.
Sorry to hear that you're having a bad run in general too. I won't pry of course, but just remember that although we're not ALL closely knit friends here on TWHL, I'm sure any one of us would wish you nothing but the best and do whatever possible to help you through it.
Commented 7 years ago2017-04-27 12:04:40 UTC
in journal: #8802Comment #42419
Anything other than mapping it seems... I was completely burned out when the rebuild a classic competition dropped. I attempted to rekindle my love for mapping with that, which just killed the little inspiration I had left.
Been gaming and dadding more lately, rather than creating.
Glad to hear SMJ is still going. I honestly would love to get hands on and make my own little title, outside of Goldsource, but I have neither the time or the ability sadly.
Commented 7 years ago2017-03-28 00:21:58 UTC
in vault item: CrossedwireComment #20945
Loving this rendition of the classic crossfire. I'd give it a solid four stars, but the sexy ass voice acting during the bombing run pushes it up by another point.
Commented 7 years ago2016-12-13 20:46:57 UTC
in vault item: lab_restroomComment #19295
The error given by Xash3D is that there is no valid spawn point. You're missing an info_player_start entity.
EDIT: Having placed a player start and tested, it's not a bad start by any means. There are some nice small details, but some things are a little off. The doors for example, are just blocks that have been stuck onto the wall brushes, meaning they stick out and it just doesn't look right... You'd be better off setting them INTO the wall (Maybe add a door frame if you want to stick in a little more detail.)
Commented 8 years ago2016-10-20 23:14:40 UTC
in journal: #8763Comment #52949
I'm very much interested in this, purely from a parenting perspective. Come Hell or high water my daughter is going to be a gamer. The portability and Nintendo's track record for local multiplayer games (rather than resorting to online all the time) would be a plus.
Commented 8 years ago2016-10-19 12:34:23 UTC
in journal: #8761Comment #52937
I'm basically thinking the same about VR as I did with motion controls. It's an interesting gimmick.
Regarding the VIVE, technology is certainly advancing to interesting places, but it seems you need to pay a small fortune in order to try it. Even then, the games that utilise it are barely games at all. They're just room sized apps that you piss around in.
Commented 8 years ago2016-10-03 14:44:07 UTC
in journal: #8756Comment #51087
Good to hear from you mate, and overall it sounds like things are on the up! Sure you only know one person in the year, but you'll make new friends / connections for when you're finished.
Also, break ups suck, but you've gotta think of the opportunities you now have for future relationships. Not what you want to hear right now most likely, but in time... yeah.
This comment was made on an article that has been deleted.
Commented 8 years ago2016-06-24 14:19:28 UTC
in journal: #8714Comment #61272
From a level design perspective, regarding the vents in We've Got Hostiles. I would say these were removed after play testers ran into line of sight of the turret and attempted to break the cover, subsequently getting shot to pieces and complaining.
All the best to you and your family. brohug
Real sorry to hear about this, mate. Can't imagine what you're going through right now, but we're all here.
Happy 22nd.
I'm guessing it's not binary because of the "Rightmost number is 0*2^(0)" thing...
FUCK IT. HAPPY WHATEVER-TH BIRTHDAY!
It seems mental blocks are pretty consistent with mod developers or really any form of creative activity.
One think I can say is that it gets a lot harder to get back on the horse the longer you've been working on a project.
When I started working on The Core, I would take maybe a day or two off but I'd be itching to get back to it. These days, I can sometimes go month's before I get inspired to carry on.
I'm afraid I don't have the answer to your question just yet.
I was terribly awkward around girls in high school. I'd get my FRIENDS to tell girls that I liked them. (You can imagine how that went)
Around year 10 (14/15 years old), I actually just started talking to girls casually. It was literally like somebody flipped a switch. Before I knew it, I had a girlfriend. After that short relationship went belly-up, her best friend asked me out a week later and we were together for four years, through the end of high school and through college. Kind of a shame because in college that shit cranked up to 11, but regardless of the female interest, I stayed faithful. We broke up shortly after college... damn.
But when I was 12/13, I had basically convinced myself that I was going to be single forever. I certainly didn't imagine I'd be married with kids one day.
WRONG!
Regardless of all this. Just enjoy yourself. If that means you don't necessarily want a relationship now or in the near future, so be it.
runthinkshootlive.com do a singleplayer mapping challenge almost every month, but that's source only. I'd like to see more love for Goldsource SP.
Single player competition next please?
However, thanks for clarifying. I admit I hadn't really kept up to speed regarding Jody and your mod's lore...
Bottom line, not everyone is accepting of the whole furry scene and, especially when interacting online, people don't tend to filter what they say. That guy on the quake forum was only stating that nobody cared. The thread seemed to be focused on Quake Rule34 and how ridiculous it was. (Probably not the smartest place to then open up about your anthropomorphic fox girlfriend)
A guy I work with is a full on furry. He has a fursuit, attends conventions, has a 'mate,' the whole deal. He doesn't talk openly about it outside of the circles he is in regarding that particular part of his personal life.
Just think about where you post about this stuff if you want to avoid ridicule.
I'm just here to kill them and then I'll be on my way.
Truth be told, I've simply not had time to learn anything beyond GoldSource. Source and more modern engines depend to heavily on 3D Modelling which is quite a step above the basic hacks I've done of existing models...
Unity / UE4 interest me, but it's certainly not something I could approach alone. If I ever seriously considered developing on either it would most certainly be with a team.
Urby (Not a fan of DOOM and a major fan of DN3D)
... When you streaming though?
You've been nothing short of an absolute pleasure to chat and game with. For what it's worth from half a world way, we'll have your back should you need to open up about anything. <3
Singleplayer, I would block out the basic layout first, with dev/simple texturing. Then, put in your obstacles and NPCs for combat areas, or your puzzle elements, again as basic as possible. It's a good way to make sure your gameplay is engaging enough when the visuals aren't front and center. Once you can run through your map completely, with all the combat / puzzle sections in place, pick an aesthetic and start detailing. Make sure that your detail doesn't interfere too much with the fine tuned gameplay. (e.g. Try not to add a lot of extra cover for the player/enemies accidentally.)
(Room by room can work fine, but if you have a puzzle or a particular entity setup late in the map, it can be a pain doing a full compile to make slight adjustments.)
For multiplayer, it's a bit more difficult, but I would again make a very basic layout first, trying to figure out how the map will play. Consider the areas where the most combat will take place and distribute weapons into areas where they feel right. Make sure your map is engaging to run through on your own.
Well, my breakfast is long gone and my coffee is cold. I've never read so much and learned so little.
It's kind of amazing...
Sorry to hear that you're having a bad run in general too. I won't pry of course, but just remember that although we're not ALL closely knit friends here on TWHL, I'm sure any one of us would wish you nothing but the best and do whatever possible to help you through it.
Take it easy, mate.
If by "still going on" you mean "sitting on a hard drive and being largely ignored for half a year" then yes. Yes it is.
Been gaming and dadding more lately, rather than creating.
Glad to hear SMJ is still going. I honestly would love to get hands on and make my own little title, outside of Goldsource, but I have neither the time or the ability sadly.
Haha! Sleeping? That's a laugh.
That's not to say we ARE working on The Core of course, but I'm certainly not bloody sleeping.
In all seriousness though, it's quite tits.
@JeffMOD: Interestingly enough, the map was called Convention Center
Rainbow Six Siege is frustratingly broken. It does not.
We had a lot of fun with terrorist hunt against AI, but I don't think we've ever won a PvP game that wasn't a fluke.
EDIT: Having placed a player start and tested, it's not a bad start by any means. There are some nice small details, but some things are a little off. The doors for example, are just blocks that have been stuck onto the wall brushes, meaning they stick out and it just doesn't look right... You'd be better off setting them INTO the wall (Maybe add a door frame if you want to stick in a little more detail.)
But, as I said, certainly not a bad start.
Regarding the VIVE, technology is certainly advancing to interesting places, but it seems you need to pay a small fortune in order to try it. Even then, the games that utilise it are barely games at all. They're just room sized apps that you piss around in.
Also, break ups suck, but you've gotta think of the opportunities you now have for future relationships. Not what you want to hear right now most likely, but in time... yeah.
Uhm... why?
If I wanted to remain the EU now, I would have to leave England, my homeland, which I presume will now become a lot harder to do.